var gy = function (camera,scene) {
    // 实现伪光晕效果
    var atmosphericGlowGeometry = new THREE.SphereGeometry(190, 50, 50);
    var atmosphericGlowMaterial = new THREE.ShaderMaterial({
        uniforms: {
            'c': {
                type: 'f',
                value: 0.85
            },
            'p': {
                type: 'f',
                value: 7
            },
            glowColor: {
                type: 'c',
                value: new THREE.Color(0x027994)
            },
            viewVector: {
                type: 'v3',
                value: camera.position
            }
        },
        vertexShader: `
                    uniform vec3 viewVector;
                    uniform float c;
                    uniform float p;
                    varying float intensity;
                    void main() {
                      vec3 vNormal = normalize( normalMatrix * normal );
                      vec3 vNormel = normalize( normalMatrix * viewVector );
                      intensity = pow( c - dot(vNormal, vNormel), p );
                      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1 );
                    }`
        ,
        fragmentShader: `
                    uniform vec3 glowColor;
                    varying float intensity;
                    void main()
                    {
                      vec3 glow = glowColor * intensity;
                      gl_FragColor = vec4( glow, 0.3 );
                    }`
        ,
        side: THREE.BackSide,
        blending: THREE.AdditiveBlending,
        transparent: true
    });
    var atmosphericGlow = new THREE.Mesh(atmosphericGlowGeometry, atmosphericGlowMaterial);
    scene.add(atmosphericGlow);
}